I'm making a 3d chat thing as a test, and I'm trying to union all the parts that are generated but it won't union? Here is my script:

local unionFirst = words:FindFirstChild(":")
local otherUnions = {}
for _,part in pairs(words:GetChildren()) do
	if part:IsA("BasePart") or part:IsA("MeshPart") or part:IsA("Part") or part:IsA("UnionOperation") then
		if part.Name ~= ":" then
			print("inserting")
			table.insert(otherUnions,part)
			print("inserted")
		end
	end
end
local success,errormsg = pcall(function()
	local union = unionFirst:UnionAsync(otherUnions)
	union.Name = "Word"
	union.Parent = words
end)
		
if success then
	if words:FindFirstChild("Word") then
		print("union success")
	else
		print("union fail??")
	end
else
	print("union fail??")
	warn(errormsg)
end

I added a pcall because since it wasn't giving any errors before, I thought this would error but it doesn't print anything besides the "inserting" and inserted" prints. I used unpack before to make sure that they were in the table, and they were, so Idk what's going on

3 comments

0

This is not my whole script btw, but before I tried to union the rest of the script was working fine so I didnt think it mattered to put it here

0

If the union is transparent, it's on roblox's side.

0

The union isnt transparent, it's just that it doesn't union at all but rather stays as separate parts